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Crash when entering trade lane

This is where you can ask for help and post your knowledge on error messages from using the various tools that describe error messages in MODs such as DataStorm the Freelancer MOD Scanner the server console and FLSpit.

Post Tue Feb 28, 2006 2:05 pm

Crash when entering trade lane

It's getting stranger as I go...

Today, I was flying through the Hamburg system with my mod activated. I was on my way to the Omega systems to see if everything was working there, after I had done some changes to one of those systems. Yeah, I know, flying there is old-fashioned, but you notice a lot of glitches and bugs on the way. So did I.

I was entering the trade lane from Planet Hamburg to Alster Shipyard and it crashed. Then, I tried to get there from Lübeck to Alster and it crashed, too. I've made no direct changes to these trade lanes, however.

Even stranger is the fact that one trade lane, the one between Alster ans the New Berlin jump gate, works from Alster to the gate, but causes a crash in the other direction.

Now I'm pretty lost here. What could the error be?

Post Tue Feb 28, 2006 2:16 pm

It is encounters at either end of the tradelane being initialised (I think).

Have you tried applications such as FLScan, to pick up common errors and mistakes etc with loadouts and so on?

Post Wed Mar 01, 2006 6:13 am

I have tried both FLScan ( only did "Universe Structure" and "All Systems" ) and the INI Analyzer and corrected all errors in those systems. All that remains are errors that are most likely in vanilla FL as well, as I changed nothing at those zones. So there must be some incorrect values that cause the crash.

Okay. Since not all directions seem to be influenced by this, I will try to sort out the differences between the pop zones at the end of the trade lanes and look into what the error could be, then try to fix it.

Edited by - Manhattan_Guy on 3/1/2006 8:45:51 AM

Post Wed Mar 01, 2006 6:25 am

coolness - i have this same problem in hamburg and texas/new york-to-texas - now i have a lead to followup at least
- also, if anyone knows why the navmap might start crashing after adding 1 jump to NY i'm all ears & gratitude

Post Wed Mar 01, 2006 9:53 am

Jumphole - maybe NPC's are trying to dock with it (if you can actually see the thing) and causing it to crash. Once more, I'd say try FLScan - but with all options turned on. The thing will definately detect errors such as "loadout on ship not correct" and other such stuff.

Other reasons for crashes could be if you mucked up patrol paths whilst making changes.

By the way, how did you add the jumphole, and if you just comment it's entry out, does it still crash?

Post Wed Mar 01, 2006 10:11 am

I swapped li01_docking_fixture_2(pittsburgh) with this modified fixture via notepad:

[Solar
nickname = docking_fixture2
ids_name = 261158
ids_info = 66141
type = JUMP_HOLE
DA_archetype = solar\dockable\space_docking_fixture.3db
material_library = solar\Solar_mat_tink.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 6000
mass = 10000.000000
loadout = docking_fixture
shape_name = NAV_jumpgate<-i thought this would fix the navmap crash, it didn't
jump_out_hp = HpDockMountC
docking_sphere = jump, HpDockMountC, 50
solar_radius = 200
hit_pts = 50.000000

commenting it out does fix the problem; heres the system code

;[Object
;nickname = Li01_docking_fixture_2
;ids_name = 261166
;pos = 50601, 350, -77603
;rotate = 0, -75, 0
;Archetype = docking_fixture2
;ids_info = 66489
;jump_effect = jump_effect_hole
;goto = Li01b, Li01b_apogee, jump_effect_bretonia (goes to planet pittsburg sys)
;reputation = co_me_grp
;behavior = NOTHING
;base = Li01_02_Base

edit:nvm i got it - it was a bad archetype name(dunno how i could have missed it) ty anyway.
p.s. if a mod is mostly XML(like equipment addons,ships,new loadouts etc) flscan should be used on the compiled mod,not the actual mod folder, yes?

Edited by - Cold_Void on 3/1/2006 10:42:30 AM

Post Wed Mar 01, 2006 12:27 pm

Activate the mod over FL, and then scan.

As for the above code being figured out, I personally was looking at the suspect "goto" line

Post Thu Mar 02, 2006 12:36 pm

@Chips: You pointed me in the right direction, although the error was another. It turned out I had made a typo in the new NPC ship loadout for the ship of a new faction attacking the trade lane. This caused the game to crash.

I've got it solved now.

Post Thu Mar 02, 2006 12:47 pm


It turned out I had made a typo in the new NPC ship loadout for the ship of a new faction attacking the trade lane


you wouldn't believe how many times I have done that too

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